Archived Changes for Artifacts (535 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6a36c4943d3457564423cfee | artifacts | 695b524c2b9398c07070f58e | Update | Approved | None | docrm | ||
| 6a3576be9417abc035c25598 | artifacts | Salcifer's Candle | Update | Approved |
Archived:
None → 0
Effect Description:
Artifact Wielder at session start, (before events or mech-rps are posted) may spend a charge to activate this artifact.
While activated:
>Wielder gains +1 Magic (to a maximum of 6)
>All War sessions start with two free undead units added to their deployment pool
Gain Charges:
>Salcifer's Candle regains all charges at the start of an era
>Salcifer's Candle regains all charges if a "Holy War" is won against the Frozen Legion
Current Charges: 2/5 → Artifact Wielder at session start, (before events or mech-rps are posted) may spend a charge to activate this artifact.
While activated:
>Wielder gains +1 Magic (to a maximum of 6)
>All War sessions start with two free undead units added to their deployment pool
Gain Charges:
>Salcifer's Candle regains all charges at the start of an era
>Salcifer's Candle regains all charges if a "Holy War" is won against the Frozen Legion
Current Charges: 5/5
Ongoing Modifiers:
None → []
|
resetting charges for era start | avi.a4 | |
| 6a3575da9417abc035c25590 | 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 apart 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: 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.
|
None | guacshadow | |
| 6a34aeb99417abc035c2556c | artifacts | Ancient Scholar | Update | Approved |
Archived:
None → 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.
The wielder may spend 5 Magic Points to instead generate 2d4+1 Research Points that session. → 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.
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a34ae759417abc035c2556a | artifacts | Blade of Athabasca | Update | Approved |
Archived:
None → 0
Effect Description:
The wielder gains +1 Prowess.
Once per session, at the start of a session, the wielder may designate one character or unit as their Rival. All rolls to attack, defend, or to duel roll twice and take the higher of the two; and all attacks made as a ruler unit against the Rival ignore all armor.
If the Rival is not destroyed by the wielder personally, or does not lose at least 1 Health State directly due to the wielder, the wielder becomes Bedridden. If the wielder is already Bedridden, they die. → Once per session, at the start of a session, the wielder may designate one character or unit as their Rival. All rolls to attack, weaken or duel the Rival gain a free re-roll (this includes each duel roll); and all attacks made as a ruler unit against the Rival ignore all armor.
If the Rival is not destroyed by the wielder personally, or does not lose at least 1 Health State directly due to the wielder, the wielder becomes Bedridden. If the wielder is already Bedridden, they die.
Relic Bonus: The wielder gains +2 Prowess and +1 Strategy.
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a34ae089417abc035c25569 | artifacts | Celestial Beacon | Update | Approved |
Effect Description:
At the start of a war session, the wielder may spend any number of charges to activate this artifact, selecting 1 hex on the world map per charge spent. While active, the following effects apply to the chosen hexes and all adjacent hexes:
• All hostile units that enter or attempt to enter suffer Attrition.
• Friendly units gain +2 Defense, which may exceed the +4 cap but not the +8 cap.
• Friendly ruler units gain moderately increased chances of success on all Maneuver and Duel rolls.
This artifact regenerates 1 charge at the start of each session.
Charges: 0/10 → At the start of a war session, the wielder may spend any number of charges to activate this artifact, selecting 1 hex on the world map per charge spent. While active, the following effects apply to the chosen hexes and all adjacent hexes:
• Friendly units gain +2 Defense, which may exceed the +4 cap but not the +8 cap.
• Friendly ruler units gain a +2 bonus on all maneuver and duel rolls.
This artifact regenerates 1 charge at the start of each session.
Charges: 0/10
Relic Bonus: All hostile units that enter these hexes suffer Attrition; this does not stack.
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a34ad6c9417abc035c25565 | artifacts | Charm of the Great Sea Serpent | Update | Approved |
No changes
|
None | mykonos_ | |
| 6a34ad519417abc035c2555d | 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 apart 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: Reduce the charge cost of the Sea Serpent ability by one for every naval unit destroyed that war; to a minimum of 1. → 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 apart 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.
|
None | mykonos_ | |
| 6a34ad0b9417abc035c25557 | artifacts | Charm of the Great Sea Serpent | Update | Approved |
Archived:
None → 0
Effect Description:
Charm of the Great Sea Serpent (Legendary)
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 apart 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 = Wilder 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" Classical 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. → 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 apart 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: Reduce the charge cost of the Sea Serpent ability by one for every naval unit destroyed that war; to a minimum of 1.
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a34aca49417abc035c25556 | artifacts | Cloak of the First Waterspeaker | Update | Approved |
Archived:
None → 0
Effect Description:
[The wielder gains 15% reduced stab loss chance per nation sharing a primary religion, to a limit of 100% reduction. Additionally, during sessions where at least one nation has converted for the first time to the wielder's primary religion, decrease the wielder's stability loss chance by an additional 50% (ignoring the 100% cap).] → The wielder gains -15% stab loss chance per nation sharing a primary religion, to a limit of 100% reduction.
Relic Bonus: During sessions where at least one nation has converted for the first time to the wielder's primary religion, triple the reduction limit.
Owner:
None
→
None
Ongoing Modifiers:
None → []
|
None | mykonos_ |