Archived Changes for Artifacts (535 total)

ID Target Collection Target Change Type Status Changes Reason Time User
6a30d3ef6339ed39fd948f08 artifacts High Stouten Candelabra Update Approved
No changes
None guacshadow
6a30d3ca6339ed39fd948f07 artifacts High Stouten Candelabra Update Approved
Archived:
None → 0
Effect Description:
Once a session, the wielder may choose one of the following effects for the remainder of the session: Enóno: The wielder of this artifact may gain a + 4 to converting pops to their primary culture. Fáo: The wielder of this artifact may gain a +4 to non-hostile diplomatic rps involving dinners or feasts. → Once a session, the wielder may choose one of the following effects for the remainder of the session: Enóno: The wielder of this artifact may gain a + 4 to converting pops to their primary culture. Fáo: The wielder of this artifact may gain a +4 to Improve Relation rps involving dinners or feasts.
Ongoing Modifiers:
None → []
None guacshadow
6a27363cb652d2f6196249d1 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: 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 10 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era).] 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 1) of all jobs by 1 for the duration of this session; additionally, gain $500 (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: 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 10 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era).] 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 1) of all jobs by 1 for the duration of this session; additionally, gain $500 (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_
6a261162eccf59e7d24fbe8a 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: 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 10. Additionally, each time you make a trade this session, gain $25 (Per Era).] 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 session.] 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 1) of all jobs by 1 for the duration of this session; additionally, gain $500 (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, 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: 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 10 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era).] 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 1) of all jobs by 1 for the duration of this session; additionally, gain $500 (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_
6a25e315eccf59e7d24fbc08 artifacts Medallion of The Sanguine Sage Update Approved
Equipped:
True → 0
Ongoing Modifiers:
None → []
None yoda1546
6a25e2f2eccf59e7d24fbc06 artifacts Mirror of Transcendence Update Approved
Equipped:
0 → True
Ongoing Modifiers:
None → []
None yoda1546
6a2370957ced001c81703aed 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 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.) (X) 12 The Merchant - [Increase import and export slots by 10. Additionally, each time you make a trade this session, gain $25 (Per Era).] (X) 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 session.] (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.] (X) 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 (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.] (X) 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, 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: 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 10. Additionally, each time you make a trade this session, gain $25 (Per Era).] 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 session.] 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 1) of all jobs by 1 for the duration of this session; additionally, gain $500 (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."
Ongoing Modifiers:
None → []
None mykonos_
6a0be028f32cae927d879462 artifacts Arcane Agitator Update Approved
Ongoing Modifiers:
Modified:
~ Artifact
terrain: None → ""
node_resource: None → magic
terrain_as: None → hazardous_land
None juggernacht
6a0bde7d2d6ee9f0b4cc0333 artifacts Arcane Agitator Update Approved
Ongoing Modifiers:
None → [{'modifier_type': 'node_proximity_terrain_override', 'scaling': 'flat', 'scaling_x': None, 'scaling_extra': '', 'scope': 'artifact_owner_ruling_nation', 'resource': '', 'resource_from': '', 'resource_to': '', 'job': '', 'attribute': '', 'unit_category': '', 'unit_stat': '', 'tier': '', 'tech_category': '', 'terrain': None, 'value': 1.0, 'max_value': None, 'duration': -1, 'source': 'Artifact', '_id': '76127146'}]
Adding relevant modifier juggernacht
69db03fbb658f456a70edabc artifacts Void Heresy Update Approved Void Heresy has been lost due to passive loss chance