Archived Changes for Artifacts (923 total)

ID Target Collection Target Change Type Status Changes Reason Time User
69790e8965bb39077d4d1185 artifacts A Piece of the Fabric of Reality Update Approved
Effect Description:
The wielder increases their Character Magic Point generation by 3. Whenever the wielder gathers Mana, 1 Stored Mana is placed into this artifact. This is the only way to gain Stored Mana. Once per session, the wielder may spend 4 Stored Mana to increase their Magic stat by +2 for the remainder of the session. This increase may bypass capacity. Stored Mana: 8/4 → The wielder increases their Character Magic Point generation by 3. Whenever the wielder gathers Mana, 1 Stored Mana is placed into this artifact. This is the only way to gain Stored Mana. Once per session, the wielder may spend 4 Stored Mana to increase their Magic stat by +2 for the remainder of the session. This increase may bypass capacity. Stored Mana: 4/4
Discord Message (1465786851821621479) docrm
697816e94e5448334deff052 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, 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 (X) 9: The Deep - [Your final mech-rp for the session is completely randomized, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +8 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 13 (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 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 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, 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 (X) 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 13 (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 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 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_
697816bc4e5448334deff051 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, 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 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 13 (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 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 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, 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 (X) 9: The Deep - [Your final mech-rp for the session is completely randomized, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +8 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 13 (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 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 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_
697801b84e5448334deff036 artifacts A Piece of the Fabric of Reality Update Approved
Effect Description:
The wielder increases their Character Magic Point generation by 3. Whenever the wielder gathers Mana, 1 Stored Mana is placed into this artifact. This is the only way to gain Stored Mana. Once per session, the wielder may spend 4 Stored Mana to increase their Magic stat by +2 for the remainder of the session. This increase may bypass capacity. Stored Mana: 1/4 → The wielder increases their Character Magic Point generation by 3. Whenever the wielder gathers Mana, 1 Stored Mana is placed into this artifact. This is the only way to gain Stored Mana. Once per session, the wielder may spend 4 Stored Mana to increase their Magic stat by +2 for the remainder of the session. This increase may bypass capacity. Stored Mana: 8/4
Discord Message (1465184391981695139) docrm
6977e7a24e5448334defeff2 artifacts Ring of The Vampire King Update Approved
Equipped:
0 → True
None yoda1546
6977e78f4e5448334defeff1 artifacts 67f57d123ea41ff4f8ea83fb Update Approved
Equipped:
True → 0
None yoda1546
6977a5934e5448334defed99 artifacts Crown of the Skeptic Update Approved
Owner:
Nekreyn → None
Crown of the Skeptic has been lost due to passive loss chance
6977a5934e5448334defed98 artifacts Eye of the Void Colossus Update Approved
Owner:
Bjorn Fenris → None
Eye of the Void Colossus has been lost due to passive loss chance
697798074e5448334defed46 artifacts Rezeille's Royal Mantle Update Approved
Effect Description:
Wielder gains +1 trade range for every allied-relations nation in a shared market. While wielded, this artifact gains one charge for each tier of relations increased or pact created. 15 charge maximum. Wielder may sacrifice charges to reduce the DC of a charisma MRP (-1 DC per charge spent; cannot reduce DC below 5). Once per session, wielder may pick one nation and attempt one of the following checks, using only their charisma stat and level of relations modifier (viz. p. 66 of the guide): -DC 15 (or 20 if not in shared market; +5 if changing to "Abuse"): Change market safety stance one tier (wielder chooses direction and neither party loses stability) -DC 10 (or 15 if target already in a market): Join wielder’s market -DC 10 (or 15 if not in shared market): Assume maintenance of specified roads/routes owned by wielder (all of which must be connected to target’s city and not result in target exceeding their road capacity) Current charges: 13/15. → Wielder gains +1 trade range for every allied-relations nation in a shared market. While wielded, this artifact gains one charge for each tier of relations increased or pact created. 15 charge maximum. Wielder may sacrifice charges to reduce the DC of a charisma MRP (-1 DC per charge spent; cannot reduce DC below 5). Once per session, wielder may pick one nation and attempt one of the following checks, using only their charisma stat and level of relations modifier (viz. p. 66 of the guide): -DC 15 (or 20 if not in shared market; +5 if changing to "Abuse"): Change market safety stance one tier (wielder chooses direction and neither party loses stability) -DC 10 (or 15 if target already in a market): Join wielder’s market -DC 10 (or 15 if not in shared market): Assume maintenance of specified roads/routes owned by wielder (all of which must be connected to target’s city and not result in target exceeding their road capacity) Current charges: 14/15.
Discord Message (1465355413498233040) juggernacht
697797fe4e5448334defed45 artifacts Rezeille's Royal Mantle Update Approved
Effect Description:
Wielder gains +1 trade range for every allied-relations nation in a shared market. While wielded, this artifact gains one charge for each tier of relations increased or pact created. 15 charge maximum. Wielder may sacrifice charges to reduce the DC of a charisma MRP (-1 DC per charge spent; cannot reduce DC below 5). Once per session, wielder may pick one nation and attempt one of the following checks, using only their charisma stat and level of relations modifier (viz. p. 66 of the guide): -DC 15 (or 20 if not in shared market; +5 if changing to "Abuse"): Change market safety stance one tier (wielder chooses direction and neither party loses stability) -DC 10 (or 15 if target already in a market): Join wielder’s market -DC 10 (or 15 if not in shared market): Assume maintenance of specified roads/routes owned by wielder (all of which must be connected to target’s city and not result in target exceeding their road capacity) Current charges: 11/15. → Wielder gains +1 trade range for every allied-relations nation in a shared market. While wielded, this artifact gains one charge for each tier of relations increased or pact created. 15 charge maximum. Wielder may sacrifice charges to reduce the DC of a charisma MRP (-1 DC per charge spent; cannot reduce DC below 5). Once per session, wielder may pick one nation and attempt one of the following checks, using only their charisma stat and level of relations modifier (viz. p. 66 of the guide): -DC 15 (or 20 if not in shared market; +5 if changing to "Abuse"): Change market safety stance one tier (wielder chooses direction and neither party loses stability) -DC 10 (or 15 if target already in a market): Join wielder’s market -DC 10 (or 15 if not in shared market): Assume maintenance of specified roads/routes owned by wielder (all of which must be connected to target’s city and not result in target exceeding their road capacity) Current charges: 13/15.
Discord Message (1465355413498233040) juggernacht