Archived Changes for Artifacts (6505 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 69586e66f00a5ce039ff42b9 | artifacts | Scriptures of the Watersong (Reforged) | Update | Approved |
Equipped:
0 →
True
|
Discord Message (1456818843216515103) | bantgrouphug | |
| 69586e5df00a5ce039ff42b8 | artifacts | Taikan Orb of Orbiness | Update | Rejected |
Owner:
|
Discord Message (1456818532586098870) | bantgrouphug | |
| 69586ce4f00a5ce039ff42b6 | artifacts | Scriptures of the Watersong (Reforged) | Update | Approved |
Owner:
|
Discord Message (1456764550769541182) | whaet | |
| 6955919f8234f49a3aaf3374 | artifacts | The Tether Dials | Update | Approved |
Equipped:
True →
0
Owner:
|
Discord Message (1456030685083992174) | avi.a4 | |
| 695591878234f49a3aaf3373 | artifacts | Scriptures of the Watersong (Reforged) | Update | Approved |
Name:
Scriptures of the Watersong →
Scriptures of the Watersong (Reforged)
Effect Description:
The wielder gains +2 to rulership
Whenever the wielder is in a defensive war, offensive nations gain the following effects each session: +100% Stability loss chance, -1 Unit morale, and -1 Unit speed. →
Nation:
The wielder of this artifact may increases any number of attributes by up to +3 (still capped at 6).
For each attribute point increased, gain +25% stability loss chance for the nation for each selected stat. Additionally increasing the stability loss cap from 200% --> 200% + amount increased by this artifact). Civil Wars and Rebellions caused or effected by this are Dramatically worse and cannot be prevented.
Non-Nation:
The wielder of this artifact may increases any number of attributes by up to +3 (still capped at 6).
For each attribute point increased, gain +10% death chance
If a character ever surpasses 100% death chance at any point, the entity it controls or next character suffer Abysmal consequences.
Penalty's from this Artifact can not be reduced by any means.
Note: artifact gives u a rising floor of minimal death chance/stab lose that cannot be reduced by any means
Owner:
None
→
Ateşhan Aydin
|
New description: Discord Message (1455289120069779599) Transfer of ownership: Discord Message (1456030685083992174) | avi.a4 | |
| 695478ea41e7e02183a5940a | artifacts | Deck of Vile Purity | Update | Approved |
|
None | mykonos_ | |
| 695478e041e7e02183a59409 | 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
4
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:
11
12
13
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
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
4
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:
11
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
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 | docrm | |
| 6954788241e7e02183a59408 | 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
4
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:
11
12
13
14
15
16
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
4
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:
11
12
13
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
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_ | |
| 69532b694802c2300da57698 | artifacts | The Censure of Everflame | Update | Approved |
Owner:
None
→
Salphaxia
|
None | docrm | |
| 69532b534802c2300da57696 | artifacts | The Censure of Everflame | Add | Approved |
Name:
None →
The Censure of Everflame
Rarity:
None →
Legendary
Equipped:
None →
0
Effect Description:
None →
5/5 Charges
Artifact wielder may:
Golden Flame (1 Charge) - Deal 1/4 of a units current HP ((1/2 if unit owner is/commits "Evil" that session). Cannot target the same unit twice in the same war session. (Not for Duels)
Flaming Sands (3 Charge) - Create and place a # of continuous hazardous terrain hexes (1/4d20+magic stat).
Charring Retribution (5 Charge) - Cast a free moderate curse on a nation that is "Evil" (does not contribute to curse cap). The curse must not be "Evil" in nature itself. If used, Passive regeneration is disabled and the wielder must cast a fire or fire-adjacent spell The Censure of Everflame to start it again.
5/5 Charges
Charges can be regained through the casting of fire or fire-adjacent spells into it (No spell effect from sing the spell as a charge)
Gain a charge per level of complexity past easy being regained
If not spells are casted into it, regain charges at 1 charge every five sessions.
"Evil" defined - (Includes but not limited to) Sacrifice/Killing a pop, destroying an wonder that doesn't harm life, extermination stance, 50+ Infamy, is directly aligned with an entity(s) hostile to life, and so fourth)).
Owner:
None
→
None
Creator:
None
→
None
Mechanical Modifiers:
None →
[]
|
docrm |