Archived Changes for Artifacts (254 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6a55de9f730feaed55859fe6 | artifacts | Skin of the Flow Lord | Add | Approved |
Name:
None → Meepsi of the Flow Lord
Rarity:
None → Mundane
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → -
Owner:
None
→
Meepsi "the Skinned God"
Creator:
None
→
Meepsi "the Skinned God"
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → []
|
mykonos_ | ||
| 6a55de78730feaed55859fe4 | artifacts | Skin of the Sea Kings | Add | Approved |
Name:
None → Skin of the Sea Kings
Rarity:
None → Mundane
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → -
Owner:
None
→
Meepsi "the Skinned God"
Creator:
None
→
Meepsi "the Skinned God"
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → []
|
mykonos_ | ||
| 6a53d4d0bc737752d2a90a93 | artifacts | Glubbin’s Eternal Soup | Add | Approved |
Name:
None → Glubbin’s Eternal Soup
Rarity:
None → Mundane
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → A soup being ever stirred and added to in a pop heated eternally through magical means. This artifact is consumable. When eaten, Glubbin’s Eternal Soup increases a character's elderly start date by 2, 1 if you choose to heal a health state
Owner:
None
→
Ioistava
Creator:
None
→
None
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → [{'modifier_type': 'elderly_age', 'scaling': 'flat', 'scaling_x': None, 'scaling_extra': None, 'scope': 'artifact_owner', 'resource': '', 'resource_from': '', 'resource_to': '', 'job': '', 'attribute': '', 'unit_category': '', 'unit_stat': '', 'tier': '', 'tech_category': '', 'terrain': '', 'node_resource': '', 'terrain_as': '', 'target_type': None, 'target_value': None, 'unit_name': None, 'district_key': None, 'value': -2.0, 'max_value': None, 'duration': -1, 'source': 'https://discord.com/channels/1188889187018088488/1239670803671552050/1525922684314325204', 'condition_scaling': 'flat', 'condition_scaling_x': 1.0, 'condition_scaling_extra': '', 'condition_operator': '>=', 'condition_value': None, '_id': '8eae1215'}]
|
Discord Message (1525922684314325204) Or maybe I can make it myself. Testing. | tekkey.hinode | |
| 6a52c0a7b77b4eddddcabc43 | 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:
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.]
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."
|
None | mykonos_ | |
| 6a5160440ca101a1e4aa6287 | artifacts | The Sands | Update | Approved |
Effect Description:
During a defensive war, the wielder of The Sands gains the following bonuses:
- Double attrition from desert hexes, and increase the DC to ignore desert attrition by +5.
- Halve the cost, and double the total hexes of the Storm spell; the first time this is cast per war session it cannot be dispelled.
- All units gain +2 Defense, capped at +8 Defense.
If this artifact is equipped during an offensive war, the wielder loses three health states.
Each session, the Sands artifact empowers one mech-rp of the wielder, announced at the end of the session. This mech-rp refunds all resources / money spent on it without changing the outcome, and any attempt to repeat that mech-rp type the next session has its DC reduced by 10. While in a defensive war, this empowers two mech-rps.
"الرمال توفّر"
- Shah → During a defensive war, the wielder of The Sands gains the following bonuses:
- Double attrition from desert hexes, hills now cause attrition, and increase the DC to ignore desert attrition by +5.
- Halve the cost, and double the total hexes of the Storm spell; the first time this is cast per war session it cannot be dispelled.
- All units gain +2 Defense, capped at +8 Defense.
If this artifact is equipped during an offensive war, the wielder loses three health states.
Each session, the Sands artifact empowers one mech-rp of the wielder, announced at the end of the session. This mech-rp refunds all resources / money spent on it without changing the outcome, and any attempt to repeat that mech-rp type the next session has its DC reduced by 10. While in a defensive war, this empowers two mech-rps.
"الرمال توفّر"
- Shah
|
None | mykonos_ | |
| 6a515d270ca101a1e4aa6282 | artifacts | The Sands | Update | Approved | None | mykonos_ | ||
| 6a515d210ca101a1e4aa6281 | artifacts | The Sands | Update | Approved |
Owner:
|
None | mykonos_ | |
| 6a515cb70ca101a1e4aa6279 | artifacts | The Sands | Add | Approved |
Name:
None → The Sands
Rarity:
None → Mythical
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → During a defensive war, the wielder of The Sands gains the following bonuses:
- Double attrition from desert hexes, and increase the DC to ignore desert attrition by +5.
- Halve the cost, and double the total hexes of the Storm spell; the first time this is cast per war session it cannot be dispelled.
- All units gain +2 Defense, capped at +8 Defense.
If this artifact is equipped during an offensive war, the wielder loses three health states.
Each session, the Sands artifact empowers one mech-rp of the wielder, announced at the end of the session. This mech-rp refunds all resources / money spent on it without changing the outcome, and any attempt to repeat that mech-rp type the next session has its DC reduced by 10. While in a defensive war, this empowers two mech-rps.
"الرمال توفّر"
- Shah
Owner:
None
→
Ramil Mujawilin Nufayd
Creator:
None
→
The Shah
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → []
|
mykonos_ | ||
| 6a5140930ca101a1e4aa626f | artifacts | Mirror of Transcendence | Update | Approved |
Effect Description:
Once per session the wielder of the Mirror of Transcendence may gaze into it, revealing their inner most struggles, strengths, trials and tribulations.
After gazing into the Mirror of Transcendence, the user will create a copy of themselves devoid of all weakness, and swap places with them. For the duration of that session, the following will occur:
- All negative attributes will flip, becoming positive.
- The character will receive a free use of foresight for each mech-rp rolled this session.
- If this character were to die, the original copy will leave the Mirror of Transcendence at Bedridden.
Each time the wielder gazes into the Mirror, there is a 5% chance that a woefully negative copy will be made. In this case, four mech-rps will have their effects made entirely negative, and decided by the random roll of an admin.
Foresight must be used on failures. This chance increases by 5% each time it fails, resetting when it occurs. [Current Chance: 15%] This chance cannot be reduced by any means, other than it occurring. AI nations or characters cannot be convinced to use the Mirror of Transcendence after it reaches 25% chance or higher.
"The image I see within is clearer than I've ever seen. It is me, or rather, the most perfect version of me." → Once per session the wielder of the Mirror of Transcendence may gaze into it, revealing their inner most struggles, strengths, trials and tribulations.
After gazing into the Mirror of Transcendence, the user will create a copy of themselves devoid of all weakness, and swap places with them. For the duration of that session, the following will occur:
- All negative attributes will flip, becoming positive.
- The character will receive a free use of foresight for each mech-rp rolled this session.
- If this character were to die, the original copy will leave the Mirror of Transcendence at Bedridden.
Each time the wielder gazes into the Mirror, there is a 5% chance that a woefully negative copy will be made. In this case, four mech-rps will have their effects made entirely negative, and decided by the random roll of an admin.
Foresight must be used on failures. This chance increases by 5% each time it fails, resetting when it occurs. [Current Chance: 20%] This chance cannot be reduced by any means, other than it occurring. AI nations or characters cannot be convinced to use the Mirror of Transcendence after it reaches 25% chance or higher.
"The image I see within is clearer than I've ever seen. It is me, or rather, the most perfect version of me."
|
Discord Message (1525214232495390722) | yoda1546 | |
| 6a513d290ca101a1e4aa6267 | artifacts | Hamner of Creation | Update | Approved |
Equipped:
0 → True
|
None | yoda1546 |