Archived Changes for Artifacts (923 total)

ID Target Collection Target Change Type Status Changes Reason Time User
695478ea41e7e02183a5940a artifacts Deck of Vile Purity Update Approved
No changes
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
6952268a8557497f824a5d9e artifacts Dimensional Ballista Update Approved
Owner:
Nekreyn → None
Dimensional Ballista has been lost due to passive loss chance
695218ce8557497f824a5d3f artifacts Elegant Cape of Dramatic Billowing Update Approved
Effect Description:
The wielder’s Charisma stat is increased by 2 and their effective diplomatic range is increased by +1 for each Allied or Pact'ed nation. The wielder gains +4 to diplomacy with nations in a shared market. Once per session, if the wielder increases relations with a nation, this artifact gains 1 charge. This artifact can't gain charges in any other way. Charges The wielder may sacrifice any number of charges once per session to gain the following effects: • 1 Charge — Gain +2 Charisma (bypassing capacity) and +2 to a single Charisma-based MRP roll. • 2 Charges — Reduce the nation’s Infamy by 10. • 2 Charges — Gain +2 to all Charisma rolls for the session. • 3 Charges — Negate the reward of a failed diplomatic roll this session. • 3 Charges — Gain a single diplomatic MRP for the session. This may only be used to interact with another nation’s government. • 6 Charges — When making a diplomatic MRP, select 3 additional nations. Treat the base DC as if it were a single nation, but apply each nation’s temperament. This artifact cannot be upgraded via progress quests. It becomes more powerful when the wielder has Allied relations with other nations. Mythic Requirement Requires 16 Allied or Pact'ed nations. Current Charges: 1/6 → The wielder’s Charisma stat is increased by 2 and their effective diplomatic range is increased by +1 for each Allied or Pact'ed nation. The wielder gains +4 to diplomacy with nations in a shared market. Once per session, if the wielder increases relations with a nation, this artifact gains 1 charge. This artifact can't gain charges in any other way. Charges The wielder may sacrifice any number of charges once per session to gain the following effects: • 1 Charge — Gain +2 Charisma (bypassing capacity) and +2 to a single Charisma-based MRP roll. • 2 Charges — Reduce the nation’s Infamy by 10. • 2 Charges — Gain +2 to all Charisma rolls for the session. • 3 Charges — Negate the reward of a failed diplomatic roll this session. • 3 Charges — Gain a single diplomatic MRP for the session. This may only be used to interact with another nation’s government. • 6 Charges — When making a diplomatic MRP, select 3 additional nations. Treat the base DC as if it were a single nation, but apply each nation’s temperament. This artifact cannot be upgraded via progress quests. It becomes more powerful when the wielder has Allied relations with other nations. Mythic Requirement Requires 16 Allied or Pact'ed nations. Current Charges: 2/6
Discord Message (1453896871264387283) juggernacht
695218988557497f824a5d3e artifacts Stella's Telescope Update Approved
Effect Description:
Once per session, the wielder of this artifact may choose to create a constellation up to a total of five, replacing one if wanted. Creating a constellation requires five resources of any one kind, $100 (Per Era) giving it a name and permanent small magical effect. 1.Skipper - Once per session, the wielder may choose one: Commerce: All naval trade gets a 10% risk reduction to a minimum of 5%. Conquest: All naval units gain +1 speed. 2.Big Mug - Once per session the wielder may choose one: Celebration: Increase stability gain chance by 15% Mourning: Decrease stability loss chance by 15% 3. Spear of Destiny - Once per session the wielder may choose one: Turn the Cheek: All units have a 20% chance to heal 2 HP or 1 Morale when successfully hit on the defense (Cannot exceed starting HP/Moral) Holy Wrath: All units gain a 20% chance to deal +1 damage that cannot be reduced or prevented on a successful attack 4. 5. → 1. Parable of the Talents (Mathew 25) - Once per session, the wielder may choose activate and spend $50 (1d3 options may occur): >Gain -10% trade risk (to a minimum of 5%). >Outcome 1: Gain Nothing >Outcome 2: Gain $50 >Outcome 3: Gain $100 2. Three Days of Christ (Mathew 12) - Once per session the wielder may choose one (Cannot select one previously chosen till all are selected): >Mourning: Decrease stability loss chance by 20% >Waiting: No Effect >Celebration: Increase stability gain chance by 20% 3. Eye for an Eye (Matthew 5) - Once per session the wielder may choose one: >Turn the Cheek: All units have a 20% chance to heal 2 HP or 1 Morale when successfully hit on the defense (Cannot exceed starting HP/Moral) >Poke: All units gain a 20% chance to deal +1 damage that cannot be reduced or prevented on a successful attack 4. Passover (Exodus 12) - Once per session the wielder may choose one: >Gain +1d4 to defensive secret MRPs / non-combat cunning checks >Gain religious conversions suffer -4 to rolls in your nations pops 5. Feeding the Masses (Matthew 14) - Once per session the wielder may choose one: >Feed the Soul: Convert 1 domestic pop, 25% chance to convert 1 random pop in your capital region >Feed the Body: Gain 1d6+1 Food, 1 random nation in your capital region gain 1d2+1
Discord Message (1452755273889353829) juggernacht
695218668557497f824a5d3d artifacts Paradox Ring Update Approved
Owner:
Discord Message (1451755617445351424) juggernacht
695217ea8557497f824a5d3c artifacts Crown of Unbreakable Oaths Update Approved
Effect Description:
The wielder may forge an oath with a willing participant, free of coercion. Only 2 oaths may be maintained at the same time. If an oath is broken in spirit, the party that has not broken the oath may choose to either relinquish the promise or punish the oathbreaker. The punishment has the following effects: • The oathbreaker is reduced to Bedridden. • All of the oathbreaker’s attributes are permanently reduced by 2. • Their nation’s Stability is reduced by 3 tiers (this cannot cause a civil war), or their organization is reduced by 2 tiers (this cannot destroy the organization). While an oath is maintained, both parties gain the following benefits: • If one party is healed, the other is healed by the same amount. • If one party gains a stat, the other gains +1 to a random attribute. Additionally, all mercenary units under the wielder’s control gain +1 HP and +1 Morale. Current Oaths: - - → The wielder may forge an oath with a willing participant, free of coercion. Only 2 oaths may be maintained at the same time. If an oath is broken in spirit, the party that has not broken the oath may choose to either relinquish the promise or punish the oathbreaker. The punishment has the following effects: • The oathbreaker is reduced to Bedridden. • All of the oathbreaker’s attributes are permanently reduced by 2. • Their nation’s Stability is reduced by 3 tiers (this cannot cause a civil war), or their organization is reduced by 2 tiers (this cannot destroy the organization). While an oath is maintained, both parties gain the following benefits: • If one party is healed, the other is healed by the same amount. • If one party gains a stat, the other gains +1 to a random attribute. Additionally, all mercenary units under the wielder’s control gain +1 HP and +1 Morale. Current Oaths: -??? -https://discord.com/channels/1188889187018088488/1239670803671552050/1451433694127722496
Discord Message (1451433694127722496) juggernacht