Archived Changes for Artifacts (535 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6a349f5a9417abc035c25527 | artifacts | Pax Twilight | Update | Approved |
Equipped:
0 → True
Archived:
True → 0
|
None | mykonos_ | |
| 6a349e259417abc035c25526 | artifacts | Void Parasite | Update | Approved |
Effect Description:
Once per mech-rp the wielder may switch the d20 with anything from a d15, to a d35, and any number in between (randomly assigned). When used, the consequences of failure are made one "tier" worse than what they would have been. The V̷o̶i̷d̴ Parasite does not take up an artifact slot, but if four artifacts are equipped including this one, it doubles their chance of death per session; to a minimum of 5%.
This artifact cannot be removed, and will not be automatically passed on upon death. Instead, it will seek a random host within the area, more than likely leading to the new heir.
Relic Bonus: The wielder has three random attributes increased by 1. → Once per mech-rp the wielder may switch the d20 with anything from a d15, to a d35, and any number in between (randomly assigned). When used, the consequences of failure are made one "tier" worse than what they would have been. The V̷o̶i̷d̴ Parasite does not take up an artifact slot, but if four artifacts are equipped including this one, it doubles their chance of death per session; to a minimum of 5%.
This artifact cannot be removed, and will not be automatically passed on upon death. Instead, it will seek a random host within the area, with a 50% chance for it to be the heir of the previous character (this chance may not be changed by any means) more than likely leading to the new heir.
Relic Bonus: The wielder has three random attributes increased by 1.
|
None | mykonos_ | |
| 6a349dda9417abc035c25525 | artifacts | Void Parasite | Update | Approved |
Effect Description:
Once per mech-rp the wielder may switch the d20 with anything from a d15, to a d35, and any number in between (randomly assigned). When used, the consequences of failure are made more dramatic. The V̷o̶i̷d̴ Parasite does not take up an artifact slot, but if four artifacts are equipped including this one, it doubles their chance of death per session; to a minimum of 5%.
This artifact cannot be removed, and will not be automatically passed on upon death. Instead, it will seek a random host within the area, more than likely leading to the new heir.
Relic Bonus: The wielder has three random attributes increased by 1. → Once per mech-rp the wielder may switch the d20 with anything from a d15, to a d35, and any number in between (randomly assigned). When used, the consequences of failure are made one "tier" worse than what they would have been. The V̷o̶i̷d̴ Parasite does not take up an artifact slot, but if four artifacts are equipped including this one, it doubles their chance of death per session; to a minimum of 5%.
This artifact cannot be removed, and will not be automatically passed on upon death. Instead, it will seek a random host within the area, more than likely leading to the new heir.
Relic Bonus: The wielder has three random attributes increased by 1.
|
None | mykonos_ | |
| 6a349d389417abc035c25524 | artifacts | Pax Twilight | Update | Approved |
Name:
Pax Celteara → Pax Twilight
Effect Description:
Each session the wielder is not in an offensive war or has made a threat of war, the wielder gains a charge. For each charge, the wielder gains +5% Stability gain chance and −5% Stability loss chance, up to a maximum of 30%. Vassals benefit from half this effect if they are at Neutral or higher Compliance. All vassals gain −5% Rebellion chance, −5% Disobey chance, and −5% Demand Concession chance at all Compliance levels. The wielder gains +1 Vassal Slot. If the artifact is ever unequipped, it loses all charges.
When being in any offensive war, if the artifact was equipped this session, the wielder suffers -3 stability and loses an artifact slot for 1d3 turns.
Charges: 0/6 → The wielder gains -100% stability loss during a session where they successfully won a war; if this was triggered the previous session, the war size must be greater than the last, if it cannot the effect cannot trigger.
Relic Bonus: The wielder increases the HP of all units requiring iron by 3.
Owner:
None
→
Meepsi "the Skinned God"
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a349b669417abc035c2551e | artifacts | Rak'utis Kitchen Knife | Update | Approved |
Archived:
None → 0
Effect Description:
For every bargain the wielder has made with Rak’uti, they gain +1 Prowess, +1 Magic. These bonuses may bypass stat capacity.
Use a charge, the wielder may cast Pact for its base cost targeting Rak’uti with no mana cost, with a +3 bonus to the roll. When the wielder dies, this artifact gains a charge.
At the start of each session, there is a 25% chance that the Daemon’s influence force casts Pact targeting Rak’uti with an automatic result of 1 on the Benevolence roll.
This artifact can only be lost on death. Once equipped, it cannot be unequipped by any means mundane or magical.
Charges: 1/1 → For every bargain the wielder has made with Rak’uti, they gain +1 Prowess, +1 Magic. These bonuses may bypass stat capacity up to +10 in each.
Use a charge, the wielder may cast Pact for its base cost targeting Rak’uti with no mana cost, with a +3 bonus to the roll. When the wielder dies, this artifact gains a charge.
At the start of each session, there is a 25% chance that the Daemon’s influence force casts Pact targeting Rak’uti with an automatic result of 1 on the Benevolence roll.
This artifact can only be lost on death. Once equipped, it cannot be unequipped by any means mundane or magical.
Charges: 1/1
Relic Bonus: The wielder reduces the DC to create demonic influence in other nations and realms by 5.
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a349aea9417abc035c2551c | artifacts | Robes of the Last Illud Archmage | Update | Approved |
Archived:
None → 0
Effect Description:
Upon being equipped, the wielder’s negative quirk is magnified, causing a −1 penalty to all Mech-RPs it would be pertinent to. (Up to RP mod on equip)
The wielder’s Magic stat is increased by 2 and may bypass stat capacity.
For every 3 Character Magic Points the wielder has stored, spells cast against them suffer a −1 penalty.
The wielder may use Character Magic Points as if they were Nation Magic Points, and vice versa.
If the wielder unequips this artifact, they lose 2 Health States. Reequipping this artifact magnifies the quirk again, increasing its negative penalty by 1 each time.
At the start of a war session, the wielder may summon The Crystal Serpent, which takes up a unit slot. → Upon being equipped, the wielder’s negative quirk is magnified, causing a −1 penalty to all Mech-RPs it would be pertinent to; this must be mentioned on each mech-rp, or the mech-rp automatically fails.
The wielder’s Magic stat is increased by 2 and may bypass stat capacity up to +10.
For every 3 Character Magic Points the wielder has stored, spells cast against them suffer a −1 penalty.
The wielder may use Character Magic Points as if they were Nation Magic Points, and vice versa.
If the wielder unequips this artifact, they lose 2 Health States.
Reequipping this artifact magnifies the quirk again, doubling it's penalty to mech-rps each time.
Relic Bonus: At the start of a war session, the wielder may summon The Crystal Serpent, which takes up a unit slot.
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a349a629417abc035c25518 | artifacts | Rose of Resolution | Update | Approved |
Effect Description:
Rose of Peaceful Resolution (Legendary)
Whenever the wielder is not at war, they gain -50% stability loss chance.
Whenever the wielder prevents a war or resolves a war without bloodshed, all relevant nations gain a level of stability.
(Nations other than the wielder's nation can only benefit once per era from this effect).
Whenever the wielder is at war they lose all chance to gain stability.
Relic Bonus: Whenever the wielder is not at war, they gain +50% stability gain chance. → Whenever the wielder is not at war, they gain -50% stability loss chance.
Whenever the wielder prevents a war or resolves a war without bloodshed, all relevant nations gain a level of stability.
(Nations other than the wielder's nation can only benefit once per era from this effect).
Whenever the wielder is at war they lose all chance to gain stability.
Relic Bonus: Whenever the wielder is not at war, they gain +50% stability gain chance.
|
None | mykonos_ | |
| 6a349a479417abc035c25514 | artifacts | Rose of Resolution | Update | Approved |
Archived:
None → 0
Effect Description:
Rose of Peaceful Resolution (Legendary)
Whenever the wielder is not at war, they gain a 50% reduced chance to lose stab
Whenever the wielder prevents a war or resolves a war without bloodshed, all relevant nations gain a stability
Whenever the wielder is at war they lose all chance to gain stability → Rose of Peaceful Resolution (Legendary)
Whenever the wielder is not at war, they gain -50% stability loss chance.
Whenever the wielder prevents a war or resolves a war without bloodshed, all relevant nations gain a level of stability.
(Nations other than the wielder's nation can only benefit once per era from this effect).
Whenever the wielder is at war they lose all chance to gain stability.
Relic Bonus: Whenever the wielder is not at war, they gain +50% stability gain chance.
Ongoing Modifiers:
None → []
|
None | mykonos_ | |
| 6a3499dd9417abc035c25510 | artifacts | Rune King's Star Platinum Armor | Update | Approved |
Effect Description:
The wielder gains the following effects:
-Any attempt to cast a spell on the wielder when this armor is equipped, positive or negative, gain a 50% chance to be negated and its magic point cost absorbed. Any spells successfully countered or dispelled by a character wearing this armor also are absorbed. This means the negated spell fails, and a half of it's magic point cost is absorbed into the armor.
- Every 4 character magic, or 2 nation magic, that is absorbed provides a charge to the armor. The armor may not regain charges through any other method, and will always lose a charge at age change.
-The armor provides the Magical Trait to the owners ruler unit when equipped.
-Rune Power, 1 charge: You gain the effects of the Star Iron luxury on your ruler unit.
-Rune March, 1 charge: You may increase your ruler units speed for the turn by the amount of charges remaining within the armor.
-Rune Jump, 2 charges: You may jump (teleport) a number of hexes away equal to twice the amount of charges remaining in the armor. You retain your movement when this is used.
Current Charges: 4/8
Relic Bonus: Each time the wielder defeats someone in a duel (2-1, or 3-0), they increase their Prowess by one, to their character's cap. → The wielder gains the following effects:
-Any attempt to cast a spell on the wielder when this armor is equipped, positive or negative, gain a 50% chance to be negated and its magic point cost absorbed. Any spells successfully countered or dispelled by a character wearing this armor also are absorbed. This means the negated spell fails, and a half of it's magic point cost is absorbed into the armor.
- Every 4 character magic, or 2 nation magic, that is absorbed provides a charge to the armor. The armor may not regain charges through any other method, and will always lose a charge at age change.
-The armor provides the Magical Trait to the owners ruler unit when equipped.
-Rune Power, 1 charge: You gain the effects of the Star Iron luxury on your ruler unit.
-Rune March, 1 charge: You may increase your ruler units speed for the turn by the amount of charges remaining within the armor.
-Rune Jump, 2 charges: You may jump (teleport) a number of hexes away equal to twice the amount of charges remaining in the armor. You retain your movement when this is used.
Current Charges: 4/8
Relic Bonus: The wielder's character unit increases their armor and HP by 1.
|
None | mykonos_ | |
| 6a34999a9417abc035c2550d | artifacts | Rune King's Star Platinum Armor | Update | Approved |
Archived:
None → 0
Effect Description:
The wielder gains the following effects:
-Any attempt to cast a spell on the wielder when this armor is equipped, positive or negative, gain a 50% chance to be negated and its magic point cost absorbed. Any spells successfully countered or dispelled by a character wearing this armor also are absorbed. This means the negated spell fails, and a half of it's magic point cost is absorbed into the armor.
-Every 4 character magic, or 2 nation magic, that is absorbed provides a charge to the armor. The armor may not regain charges through any other method, and will always lose a charge at age change.
-The armor provides the Magical Trait to the owners ruler unit when equipped.
-Rune Power, 1 charge: You gain the effects of the Star Iron luxury on your ruler unit without it's drawbacks. (Star Iron described here: unknown)
-Rune March, 1 charge: You may increase your ruler units speed for the turn by the amount of charges within the armor.
-Rune Jump, 1 charge: You may jump (teleport) to a tile as far away as charges held within the armor. You retain your movement when this is used.
Current Charges: 4/8
→ The wielder gains the following effects:
-Any attempt to cast a spell on the wielder when this armor is equipped, positive or negative, gain a 50% chance to be negated and its magic point cost absorbed. Any spells successfully countered or dispelled by a character wearing this armor also are absorbed. This means the negated spell fails, and a half of it's magic point cost is absorbed into the armor.
- Every 4 character magic, or 2 nation magic, that is absorbed provides a charge to the armor. The armor may not regain charges through any other method, and will always lose a charge at age change.
-The armor provides the Magical Trait to the owners ruler unit when equipped.
-Rune Power, 1 charge: You gain the effects of the Star Iron luxury on your ruler unit.
-Rune March, 1 charge: You may increase your ruler units speed for the turn by the amount of charges remaining within the armor.
-Rune Jump, 2 charges: You may jump (teleport) a number of hexes away equal to twice the amount of charges remaining in the armor. You retain your movement when this is used.
Current Charges: 4/8
Relic Bonus: Each time the wielder defeats someone in a duel (2-1, or 3-0), they increase their Prowess by one, to their character's cap.
Ongoing Modifiers:
None → []
|
None | mykonos_ |